tl;dr > Should players be allowed to hide information from GMs?
I want to preface this topic by saying: thanks. Thanks GMs for bringing the grimdark world to life with it's myriad places and persona (the majority of which are trying to kill us PCs). We players appreciate your hard GM-ing work. So while it may come off as crass, believe me when I say the following comes from a good place: I don't trust a single one of you even in the slightest .
Why not? Because unbeknownst to the players, you have a labyrinthine puzzle of plots you're weaving together for the PCs' amusement. You keep us from being our own worst enemy and messing it all up. Whether we're trying to bite off more than we can chew or destroy a valuable plot item, you GMs have at least a few deus ex machina stored up your sleeve to keep us on track. And that's great, I'm not complaining, but it illustrates a point that you have the power to do anything at any time. Reigning in that power is difficult when you're only human. Consider the following:
The PCs are on the run from a group of crazed cultists led by conniving planetary governess. You've noted that at this point in the session, the governor would reveal herself during an attack on the Players, only to be driven off temporarily. You plan to send in a dozen cultists to kick things off before the governor strides in, taunts the party with the next plot hook, and departs . The Players are cornered in a dark building and the stage is set . Then one of them gets an idea: "We've got 5 minutes and a 8 frag grenades. Why don't I wire them all around the entrance with my Demolitions skill, and set them off if that mysterious leader shows up?"
There's the dilemma, my dear GMs. Do you stick with your plan, dooming your poor governess to D10 upon D10 of explosive damage, or use this new information and change your plan on the fly, simultaneously robbing the PCs of the fruits of their ingenious labour and leaving them without the essential plot-hook you had prepared?
The problem is it's hard to act impartially in these situations and feign imperfect knowledge for your NPCs. While there are a lot of quick fixes ("You find a dying cultist with a vox-caster, and recognize the maniacal laughter on the other end: it's the governess!"), these will usually involves thwarting the PCs sudden and unexpected thinking. For an example that doesn't involve derailing the plot, some Feral World PCs prepare for an orc assault by digging some pitfall traps. As the GM, you're alerted to these trap positions as the PCs roll to establish them, and must decide how to manoeuvre their savage attackers. Do you avoid the traps? Make a few token mook sacrifices while sparing the bigger baddies? If only there was a way to protect yourself from the burden of knowledge!
Introducing the Player's Screen!
Regardless of how you choose to implement it, the Player's Screen is just the concept that PCs are able to hide information from GMs to facilitate more authentic responses by NPCs. It could be as simple as hiding a characters sheet to conceal his remaining wounds and fate points, to having PCs create a hidden sketch of the battlemat you're playing on and identifying trap locations 1-5. While not necessarily a physical screen, I'm simply playing with the idea of having information hidden from the GM. I want to know if anyone has tried something similar, what GMs think about the practicalities of implementing it, what could go wrong, and so on.
Thanks in advance to everyone who contributes their two cents.